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Here is a nice list of unwanted or messed up things about certain weapons for the future weps update

25 replies [Last post]
Sat, 03/24/2012 - 09:32
The-Rawrcake's picture
The-Rawrcake

1. Pepperbox
>>Currently, it has undesirable knockBACK to it. We understand that you had to remove the fishing lure, or pull in "bug". That is understandable. But the knockBACK that you added AFTER the fix ruins this gun. Please remove the knockBACK from the charge attack (make it keep them stable, like a normal version of Blitz Needle).

2. Catalyzers
>>Currently, it does not benefit from damage bonus on its charge attack. This is because of how it was made: Gunners can explode other gunners orbs. Neutralizer and Biohazard don't really have that great of charge attacks currently. If the charge attacks were no longer explodable by any gunner, and if a monster that is already tagged with an orb cannot be charged up by a different gunner, then we can finally let these guns benefit from damage bonus.

3. the 2 star versions of the Alchemers
>>These are ridiculous in how weak they are. Usually, with most weapons, the 2 star version is at least a bit like the final 5 star version. The alchemers being this terrible in their 2 star state makes new players shy away from guns. The later versions of alchemers are fine, just not the 2 star or possibly the 3 star.

After the changes mostly about armor, I hear that the devs are working on fixing weapons now. This thread is to list what you dislike about certain weapons / what is terribly wrong about them and needs to be fixed.

If you have any other weapon that needs to be added to this list, please post below supporting why you think it needs to be fixed. I will then update this post to add it. This way, it makes it easier for the devs not to once again leave certain broken / odd things unattended to.

Sat, 03/24/2012 - 10:03
#1
Batabii's picture
Batabii
2 stars aren't really

2 stars aren't really relevant though

Sat, 03/24/2012 - 10:05
#2
Sillty's picture
Sillty
Spur! The fix it should have

Spur! The fix it should have gotten is a ***** version, rather than removing what made it unique.

Sat, 03/24/2012 - 11:44
#3
The-Rawrcake's picture
The-Rawrcake
Removing what made it

Removing what made it unique... so would you (and other people as well) support that they should revert the first swing making you jump forward?

Sat, 03/24/2012 - 12:13
#4
Mararon
The pepperbox is staying.

The pepperbox is staying. Post all the passive-aggressive threads about it that you want to.

Sat, 03/24/2012 - 12:32
#5
The-Rawrcake's picture
The-Rawrcake
@Mararon, I have no idea how

@Mararon, I have no idea how you support it if you do not post why you support it. I would like to know what you like about the Pepperbox knockBACK (please note the difference between pull in and knockback).

If you do not provide any support, I have no idea if you are even talking about its knockback. Short posts like that which spit at me are useless and don't really let me know A. What the heck you are talking about, and B. If what you are saying can be supported.

As for now until you successfully support why it should keep its knockBACK, then you will also have to talk to all of the other angry people who had their pepperbox ruined by knockBACK (as they have been saying...).

knockBACK. I never said pull IN, which is what I think you are confusing.

Sat, 03/24/2012 - 14:23
#6
Nova-Royal's picture
Nova-Royal
+1

for the alchemer buff and the cata

dont know much on pepperbox

Sat, 03/24/2012 - 16:40
#7
Batabii's picture
Batabii
2* weapns are not important

2* weapns are not important beause you will most likely not have them very long.

And I thought the thing that made winmillion unique was the PROJECTILE, not whether or not it lunged.

Sat, 03/24/2012 - 17:19
#8
Mararon
One person does not equal "people".

"As for now until you successfully support why it should keep its knockBACK, then you will also have to talk to all of the other angry people who had their pepperbox ruined by knockBACK (as they have been saying...)."

peoplewhodontexist.txt

Sat, 03/24/2012 - 21:30
#9
Volkani's picture
Volkani
Antigua gun ranges

Dunno if it stays this way, but Blackhawk (according to a quick search, still) has a couple of tiles less range than Silversix. I don't see any other mechanical differences between the two between the obvious damage typing difference, so the ranges need to be equalized in some way.

Sat, 03/24/2012 - 22:04
#10
Batabii's picture
Batabii
@mararon how many people do

@mararon how many people do you know that even OWN a pepperbox?

Sun, 03/25/2012 - 01:00
#11
Metagenic's picture
Metagenic
2*

Yes, 2* weapons are VERY important because they give a newb impressions of the future weapon. 2* Snarble Barb shoots spines just the way the 5* BTB does. 2* Calibur's charge works well in T1. Even the puny 2* Brandish produces an explosion.

2* Alchemers don't have ricochet bullets - which is supposed to be the entire point of an Alchemer. Why would people stick with (and upgrade) a gun with only 2 bullets in the clip if it didn't appear to have any redeeming qualities?

Sun, 03/25/2012 - 10:16
#12
Batabii's picture
Batabii
why should we cater to noobs?

why should we cater to noobs? It's their own fault for making assumptions without doing the research.

Also the 2* alchemers still have the split charge. And elemental damage (which few 2* guns have)

Sun, 03/25/2012 - 13:06
#13
Quotefanboy's picture
Quotefanboy
Personally:

I think that the "inflict status on yourself" charges should be removed.

The Gran Faust is completely outshined by the Acheron now, and the Fang of Vog is outclassed by ANY elemental brandish, but the Fire one (Combuster) inflicts status over a wider range and with more of a chance to do it.

Sure, the Faust is the ONLY sword with curse, but does that make it the most amazing thing ever again. It's great, but it's greatly outclassed in speed, damage, range and everything else. Same thing with the FoV, and that's fire inflicting you. Something you can't avoid the damage from, and not to mention the damage done from the FoV is good, but you have to be right next to the enemy while the Brandish can hit them from a distance with a better chance of burning.

The "Inflict status on yourself" should be removed, because due to the brandish buff it's no longer strong enough to be fair to keep. The Curse isn't strong enough to make it viable to Curse yourself, and the burn that can be done by the slow swings by the FoV aren't good enough when the Combuster can blow it away and burn it with its charge.

Also: FIX THE SPUR

Sun, 03/25/2012 - 13:58
#14
The-Rawrcake's picture
The-Rawrcake
Well, when you compare it to

Well, when you compare it to other weapons like that, some weapons deserve a nerf.

Believe it or not, some swords *gasp* deserve a nerf (specifically the toothpicks) but the devs are too scared to nerf anything that the majority uses.

But you did say fix the spur. By this do you mean put back in that forward jump on the first swing? A "fix the x" doesn't have any support at all, and I need something to work with.

Sun, 03/25/2012 - 16:42
#15
Quotefanboy's picture
Quotefanboy
Understood.

Well first of all I think the brandish was fine just the way it was, but to put it back to where it was at this point would cause a riot.
The weapon is literally a 7 star weapon now. Before, the weapon would do 3 explosions at 5 star, but now the 3 star does the 5 star charge.
This means if the old 5 star is now 3 star, then the new 5 must be considered 7 star (due to basic math, if 5-2 = 3 then 5+2=7 in comparison).
I believe heavily that the brandish line is very, very, overpowered, and even though I loved my Acheron, I saw no reason for the buff because I already loved it. Now it's just a death monster.

Plus, there's been so many threads on "toothpicks" the children call them, while I believe the more sufficient term would be "Rapier", are overpowered in lockdown, so I'm not going to say that here.

Things to Fix on the spur:
A.) The first swing back the way it was. Keep inline with swords now? Why? That's like literally saying "we're making this sword like other swords, less unique." That sword step-in at the start was its initiator, it's key point, almost as much of a trademark as its Winmillion disk-projectiles. They truly don't realize how much that one move really made the sword amazing, and unique. They need to return it. I understand that the "pepperbox" was a bug, but this wasn't a bug. This is just bullsh-.
B.) Charge attack. Just 100% revamp the thing. It does low damage, poor set up time, no range and worst of all it can be canceled out by guarding. What's the point?
C.) Its damage. Just a small buff, not a very large one. It's fast so its speed should make up for this damage, but it does seem lacking a bit in the power category if you ask me.
D.) Lack of 5 star. Enough said. It's been a favorite of many people in the game, and people who main guns and bombs even agree to this sword needing a 5 star version (I say this because More gun/bomb users agree that the spur should get a 5 star, while many sword/gun and even some bomb users don't care much for the Radiant sun shards getting a 5 star.) This weapon is popular, it'll cause money to be dumped to obtain enough CE to get your perfect spur, why not upgrade it? It can be the new sword that rivals the brandish in a new, fun, and not completely overpowered deathmonster-like way.

Sun, 03/25/2012 - 20:03
#16
The-Rawrcake's picture
The-Rawrcake
We don't call toothpicks

We don't call toothpicks "toothpicks" because we are children.

Sun, 03/25/2012 - 21:10
#17
Sillty's picture
Sillty
@Quotefanboy - doesn't the

@Quotefanboy - doesn't the higher range and knockback of the Faust and Avenger make it safer to use than the Brandish weapons, though?

Wouldn't the best measure of a weapon's effectiveness be how it fares when its abilities are put to the test the most? Two of those cases are large swarms of monsters weak to the damage type, and boss strata.

I can't speak for the boss strata, but I know feel safer with a heavy sword than with a medium sword when faced with a large horde of gremlins (weak to shadow) or zombies/mecha knights/phantoms/etc (weak to elemental). Heavy swords can safely swat them away with their first strike, in a manner that medium swords can't.

As for the Brandish's charge attack, I think there are two ways of using it. You can use it at long range for mediocre damage, but then why not just use a gun for more overall DPS? Or, you can use it close up for more damage, but you put yourself at risk of being counterattacked as you run up to the monster, since you can shield before you attack. There's nothing overpowered about a weapon that does more damage while putting the user at greater risk of counterattack.

In short, the heavy sword swipe feels like it's more reliable at avoiding counterattacks, even if it hits for less damage than a well-aimed Brandish charge attack.

Or are you saying it's overpowered in Lockdown? I thought everyone was saying Flourish was more overpowered?

Wed, 03/28/2012 - 22:13
#18
Herosandwich
yes revert it

yes turn the spur back to the leap forward first strike, it's what made it useful. if that landed you in spikes, that's your own damn fault for not using the weapon properly.

Thu, 03/29/2012 - 00:44
#19
Traevelliath's picture
Traevelliath
Projectiles...

Of all the things, I think OOO needs to fix the annoying glitch that a lot of charge shots will just explode as soon as they are launched when your back is to the wall.

I don't use the DA charge because I have the offensive advantage. I use the DA charge when... oh... idk... MY BACK IS AGAINST A WALL and I'm running out of space to maneuver! It's also really irritating to see that gorgeous eagle from the AP charge shot explode before it leaves the barrel of the gun because I was a little to close to a block behind me. Same goes with Polaris.

Thu, 03/29/2012 - 06:59
#20
Nordlead's picture
Nordlead
@Quotefanboy & FoV - I use

@Quotefanboy & FoV - I use FoV quite a bit (and I have a combuster), and the self inflicting fire isn't that bad (I have a Fire High UV snarby combined with my Vog Cub) and the charge attack damage is massive doing 2024 damage to undead/construct at the start of S6. The combuster can only do 1287 damage to undead/construct at the start of S6. Combine the charge attack with a vortex or shock/freeze bomb and you can typically get all 4 hits from the charge attack. Trading the chance for self inflicting damage for massive damage output is ok in my opinion.

Sure, the brandish can inflict fire from afar, but then we are talking about only doing 148 damage for each explosion. I can do more dps with my Magma Driver and still inflict fire. Brandish charge is by no means OP if you don't also get the sword swing in. Even then, it seems to have the same exact charge attack damage output as a divine avenger against a single target.

The only thing that needs to be fixed with FoV is the regular attack speed. The swing is so slow that even with ASI Ultra I still won't carry it as my only sword. I'd rather have ASI Med with a brandish, and then carry the FoV solely for the charge attack. The FoV combo speed should be the same as the brandish's and the reduced attack power should be kept since it can inflict fire. I mean, seriously it is a 40 token Vana reward so it should be a viable as an only sword and it isn't.

@Gran Faust - I have no experience with the sword, but I don't think the self inflict should be removed completely. Maybe it should be reduced, but you can always get 2x Max Curse resistance either through armor or UVs.

TLDR; only thing that makes FoV not a viable sword is that the regular attack is too slow. You can not reliably carry this as your only sword in a stratum that has elemental weak monsters.

Thu, 03/29/2012 - 12:40
#21
Tenkii's picture
Tenkii
Gran Faust

You know, the biggest problem with Gran Faust's charge isn't the self-inflicted curse.

It's the 5+ second charge time, even at level 10.

What's up with that, seriously? Everything else in the world is somewhere like 1-3 seconds, I think.

Mon, 04/02/2012 - 03:55
#22
Skold-The-Drac's picture
Skold-The-Drac
Shadowcopy this

Add it to suggestions... lord knows there are plenty of people waitin.

Tue, 04/03/2012 - 01:53
#23
Birgus's picture
Birgus
+1 re: Alchemers

Well, the only thing I find "terribly wrong" about particular existing weapons is the Cutter family's mesh. More seriously, I find it hard to say this because of how they look, but I think I am not seeing enough of the Cutter family out there. Maybe it's the un-sword-like status infliction on the Poison branch and overspecialisation of the yellow one. Maybe it's the lack of interrupt power combined with the short range. Maybe it's kinda both? ...or maybe I'm just overcompensating for my distaste for their aesthetics. What do you guys think?

I think vapourisers, like the Alchemers, need some buffing at 2- and maybe 3-star. Long-term Swords start out with reduced damage output, but otherwise behave more or less like their 5-star incarnations- especially since the big bad Brandish burst buff. Bombs get damage reduction like swords, but also reduced range and charge speed. For guns, the only practical options for newbies are Alchemers, which also get big mechanical cuts stacked on top of damage reduction, as described above.

Doing for Alchemer charge submunitions and/or the ricochets something like what was done for Brandish blasts, (but less extreme) and buffing lower-star-level bomb blast radii to values closer to their 5-star incarnations, would probably take a huge bite out of the Wolver clone population.

Maybe it would also be a good idea to extend the Valiance's knockback down to its precursors, too, but I dunno because I've mostly ignored the whole line. It just seems... bland, I guess. Right now, it looks like the most unique thing about the Blaster line is that it's the only Kozma line that does not fork; it's like its defining distinction is being "the Gun from Mundania!" Perhaps an alternate branch with Piercing damage could make it more popular and provide something a lot of people have been clamoring for. :D

Mararon, add me to your tally. I got a Pepperbox in large part because I liked the idea of being able to yank Menders out of mobs so I can retire them safely, after reading about other users doing the same thing for the same reason. It's not a bug, it's a feature!

Tue, 04/03/2012 - 03:27
#24
Skerdikasz
RSS

they should make 5* version of RSS

Tue, 04/03/2012 - 05:18
#25
Dukeplatypus's picture
Dukeplatypus
@skerdikasz RSS is powerful

@skerdikasz RSS is powerful enough as a 4*, anything higher would enter the realm of OP. The other line however...

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